// UeObjectId.cpp: implementation of the UeObjectId class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "phsshare.h"
#include "UeObjectId.h"
#include "PersistentObjectManager.h"
#include "Joint.h"
#include "SupportHanger.h"
#include "Part.h"
#include "Volume.h"
#include "ProjectManager.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
/*
UeObjectId::UeObjectId()
{
	m_lObjectId = 0;
}

UeObjectId::~UeObjectId()
{

}
*/
SmallObject* GetObject(const UeObjectId& Id)
{
	return GetProjectManager().CurProject()->GetPersistentObjectManager().Get(Id);
}


Joint* Convert(Joint* p, const ObjectId& id)
{
	return p = ConvertObjectId(p, id);
}

Part* Convert(Part* p, const ObjectId& id)
{
	return p = ConvertObjectId(p, id);
}

Volume* Convert(Volume* p, const ObjectId& id)
{
	return p = ConvertObjectId(p, id);
}

SupportHanger* Convert(SupportHanger* p, const ObjectId& id)
{
	return p = ConvertObjectId(p, id);
}
